Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 20, 2015
arrowPress Releases
April 20, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Peter Molyneux in the hotseat over Godus promises 23
by Christian Nutt [02.10.15]
The storied, award-winning designer and former Microsoft executive is finding that working for Kickstarter backers and Early Access fans presents challenges he never anticipated.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Video

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

See how Clash of Clans was made at GDC 2015  
by Staff [02.10.15]
At GDC 2015, Clash of Clans developer Jonas Collaros will speak frankly about the goals, challenges and pitfalls Supercell encountered across three "eras" of the hit game's development.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

How Portal 2 inspired our custom-made 3D level editor 4
by Gamasutra Community [02.10.15]
Taking inspiration from Portal 2, these devs created a powerful but simple-to-use level editor that still allows for the flexibility they need. Find out how.
Console/PC, Indie, Design, Production

Steam Inventory: Now your game can offer persistent, tradable items to players 4
by Christian Nutt [02.09.15]
Valve's increasing feature-set for virtual itemization for third-party Steam developers expands with the Steam Inventory Service beta, which can power that functionality in your game.
Console/PC, Indie, Design, Production, Business/Marketing

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Scene art workflow shootout: 2D vs. 3D 1
by Gamasutra Community [02.09.15]
"My point is, in terms of graphic quality, the products of these two methods are just DIFFERENT, we canít say one is superior than another. Itís only up to the preference of the developers, the publishers and players."
Social/Online, Smartphone/Tablet, Art, Production

Video: Is it worth it to localize your indie game?  
by Staff [02.09.15]
Speaking at GDC 2014, an indie developer and a game localizer team up to break down some key localization points indies should know, like: how much does it cost? Is it worth it? How do you do it?
Indie, Production, Video, Vault

Going full-in on 4X strategy as an indie dev 3
by Gamasutra Community [02.09.15]
An ex-Paradox developer branches out on his own, to fulfill a dream: "Overreaching and trying to do too much is one of the easiest traps to fall into as a game developer, so we were very ruthless in our design."
Indie, Design, Production, Business/Marketing

Tips and plans from four devs who jammed real hard at the Global Game Jam  
by Gamasutra Community [02.09.15]
"All these goals make us think of the game jam submission as more of a prototype than an alpha build. This approach will allow us to remain flexible and innovative, rather than trapped in what we made in 48 hours."
Indie, Production

Video: Back to the future of QA in game development  
by Staff [02.06.15]
QA experts from Blizzard, Riot, Microsoft, Sony and more share lessons learned and offer advice on doing QA on everything from eSports to Early Access games at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Lessons from learning Git during Global Game Jam  
by Gamasutra Community [02.06.15]
A whirlwind tour of Git boiled down into useful lessons. "And through this trial by fire of learning the lessons, I feel comfortable enough to start using Git as a source control for my future projects."
Console/PC, Indie, Programming, Production

Improving game localizations 5
by Gamasutra Community [02.06.15]
"Playing translated games, and translating them, also gave me some insight on the issues that arise when we try to adapt games to other languages. How about we start with the most common problem?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

What it takes to make Octodad: A production-focused postmortem 2
by Gamasutra Community [02.06.15]
A group of award-winning students launched an indie studio and built the successful Octodad: Dadliest Catch -- and here's the story of how they did it, with work process and stats revealed.
Console/PC, Indie, Production, Business/Marketing

Playing with wearables: A journey in ultra-small game design  
by Gamasutra Community [02.05.15]
"The smartwatches we tested proved to be more like powerful little wrist computers than watches. How you use that power to create something relevant to the medium is the really interesting part."
Smartphone/Tablet, Art, Design, Production

Road to the IGF: Joshua DeBonis and Nikita Mikros' Killer Queen Exclusive  
by Alex Wawro [02.05.15]
Joshua DeBonis and Nikita Mikros, co-creators of the IGF award-nominated Killer Queen, explain why they're fascinated by local multiplayer game design and what other devs can learn from their work.
Console/PC, Design, Production, Exclusive, IGF

Problems we faced in 48 hours, and how to tackle them: A game jam blog  
by Gamasutra Community [02.05.15]
A look back at Global Game Jam from a practical perspective: "We certainly encountered all of these problems, but in an incredibly short space of time," the author writes, offering "what I wish we had known beforehand."
Indie, Production

The trouble we expected: Dark Souls II's producer on leveling up the game 8
by Christian Nutt [02.05.15]
Dark Souls II's global producer Atsuo Yoshimura acknowledges trouble stemming from the fact that it wasn't directed by series creator Hidetaka Miyazaki -- and talks about how the devs hope to burnish its rep.
Console/PC, Design, Production, Business/Marketing

How I sign mobile devs for projects: A producer's take 2
by Gamasutra Community [02.05.15]
"Everything begins with finding the right developer for the project. For this article I have decided to focus on one part of my job, which is finding external developers to be partners with us in the creation of a mobile game."
Smartphone/Tablet, Indie, Production, Business/Marketing